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<blockquote data-quote="DEFCON 1" data-source="post: 5682847" data-attributes="member: 7006"><p>I think the best way to accomplish what you want is simple.</p><p></p><p><em>Remove Healing Surges from your game entirely.</em></p><p></p><p>Your PCs have their Hit Points AND THAT'S IT. That's all they have. Just like in the older versions of D&D. </p><p></p><p>The problem you facing is that you want combats to just try and blow through <em>too many hit points</em>. Because with one encounter between each Extended Rest (where each PC would get back all their hit points and all their healing surges)... each character has their max hit points, plus 6 to 14 Healing Surges you want them lose <em>each and every encounter</em>. As each Surge is approximately 1/4th of a character's hit points... every character really has a total amount of hit points anywhere from more than double their max to FOUR TIMES their max hit point total. That is just way, way, WAY too many hit points to try and blow through during a single encounter, especially an encounter you want to keep down to an hour at most. Even if you were to double or triple the damage of your monsters, it just would take too long.</p><p></p><p>So just take out Healing Surges altogether. What they have is what they have. And to save additional time and make these combats actually mean something... <em>remove from the game</em> any powers that allow players to spend healing surges to heal. You can't heal your fellow players <strong>at all</strong> except in the rarest of occasions where a PC chooses a power that grants healing <em>without</em> needing to spend a surge (like Cure Light Wounds for example). You do this... and you make every swing of a weapon important as the PCs watch their hit points trickle away... knowing that if they fall below zero they are effectively out of combat (since the best they might get would be a Heal check to stabilize so they don't have to make any more Death saves... but that they won't get back up until the combat is over and the group goes directly into another Extended Rest-- after which time everyone's hit points return to their max total.)</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5682847, member: 7006"] I think the best way to accomplish what you want is simple. [I]Remove Healing Surges from your game entirely.[/I] Your PCs have their Hit Points AND THAT'S IT. That's all they have. Just like in the older versions of D&D. The problem you facing is that you want combats to just try and blow through [I]too many hit points[/I]. Because with one encounter between each Extended Rest (where each PC would get back all their hit points and all their healing surges)... each character has their max hit points, plus 6 to 14 Healing Surges you want them lose [I]each and every encounter[/I]. As each Surge is approximately 1/4th of a character's hit points... every character really has a total amount of hit points anywhere from more than double their max to FOUR TIMES their max hit point total. That is just way, way, WAY too many hit points to try and blow through during a single encounter, especially an encounter you want to keep down to an hour at most. Even if you were to double or triple the damage of your monsters, it just would take too long. So just take out Healing Surges altogether. What they have is what they have. And to save additional time and make these combats actually mean something... [I]remove from the game[/I] any powers that allow players to spend healing surges to heal. You can't heal your fellow players [B]at all[/B] except in the rarest of occasions where a PC chooses a power that grants healing [I]without[/I] needing to spend a surge (like Cure Light Wounds for example). You do this... and you make every swing of a weapon important as the PCs watch their hit points trickle away... knowing that if they fall below zero they are effectively out of combat (since the best they might get would be a Heal check to stabilize so they don't have to make any more Death saves... but that they won't get back up until the combat is over and the group goes directly into another Extended Rest-- after which time everyone's hit points return to their max total.) [/QUOTE]
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